Added MeshInfos demo Added MD5Mesh/MD5Anim loader support Added Node class Fixed ResourceParams not being exported Added support for skeletal animation (Animation/Mesh/Joint/SkeletalMesh/Skeleton) Meshes are now only stored with VertexStruct_XYZ_Normal_UV_Tangent type Moved Sequence declaration to Sequence.hpp -Animation: Renamed Create to Create[Keyframe|Skeletal] -AxisAlignedBox: Added Contains method Added GetCorner method Added GetCube method Added Transform method -Cube/Rect: Added GetPosition method Added GetSize method (Almost) Fixed ExtendTo method Fixed GetCenter method -File: Added GetDirectory static function Added GetPath method Renamed GetDirectoryPath method to GetDirectory -Math module: Fixed constructor/methods taking a non-const array GetNormal/Normalize methods now takes an optionnal integer pointer (returning length) Made all classes default constructor trivial Inverse, MakeIdentity, MakeZero, Normalize, Set methods now returns reference to object -Matrix4: Modified methods to avoid copies Removed COW (Too much overhead) Removed Concatenate[Affine] static function -Mesh: Renamed Create to Create[Keyframe|Skeletal|Static] Renamed Skin to Material -MeshParams: No longer takes declaration argument Renamed loadAnimations to animated Storage default to BufferStorage_Hardware if supported and BufferStorage_Software otherwise -OpenGL: Added glGetBooleanv function Added glIsEnabled function -Quaternion: Added ComputeW method Added Conjugate method -Renderer: Added IsEnabled static function Fixed GetLineWidth function not being static Removed SetVertexDeclaration -RenderWindow: Made CopyTo[Image|Texture] method constant -Resource Fixed RemoveResourceListener crash -ResourceLoader: Loaders are now used in a LIFO context -Stream: Renamed GetLine method to ReadLine -String: Fixed Simplified -Utility module Added configuration define for strict resource parsing -VertexBuffer Now takes a VertexDeclaration pointer -VertexDeclaration No longer throw an error when getting a non-existing element Former-commit-id: f7358c1231d6af48b799d2f24f077a001e16785b
83 lines
2.3 KiB
C++
83 lines
2.3 KiB
C++
// Copyright (C) 2012 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Renderer module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_GLSLSHADER_HPP
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#define NAZARA_GLSLSHADER_HPP
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#include <Nazara/Core/ResourceListener.hpp>
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#include <Nazara/Core/String.hpp>
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#include <Nazara/Renderer/OpenGL.hpp>
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#include <Nazara/Renderer/Shader.hpp>
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#include <Nazara/Renderer/ShaderImpl.hpp>
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#include <map>
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class NzResource;
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class NzGLSLShader : public NzShaderImpl, NzResourceListener
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{
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public:
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NzGLSLShader(NzShader* parent);
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~NzGLSLShader() = default;
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bool Bind();
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bool BindTextures();
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bool Compile();
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bool Create();
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void Destroy();
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NzString GetLog() const;
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nzShaderLanguage GetLanguage() const;
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NzString GetSourceCode(nzShaderType type) const;
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int GetUniformLocation(const NzString& name) const;
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bool IsLoaded(nzShaderType type) const;
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bool Load(nzShaderType type, const NzString& source);
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bool Lock();
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bool SendBoolean(int location, bool value);
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bool SendColor(int location, const NzColor& color);
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bool SendDouble(int location, double value);
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bool SendFloat(int location, float value);
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bool SendInteger(int location, int value);
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bool SendMatrix(int location, const NzMatrix4d& matrix);
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bool SendMatrix(int location, const NzMatrix4f& matrix);
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bool SendTexture(int location, const NzTexture* texture);
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bool SendVector(int location, const NzVector2d& vector);
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bool SendVector(int location, const NzVector2f& vector);
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bool SendVector(int location, const NzVector3d& vector);
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bool SendVector(int location, const NzVector3f& vector);
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bool SendVector(int location, const NzVector4d& vector);
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bool SendVector(int location, const NzVector4f& vector);
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void Unbind();
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void Unlock();
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private:
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void OnResourceCreated(const NzResource* resource, int index) override;
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void OnResourceDestroy(const NzResource* resource, int index) override;
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void OnResourceReleased(const NzResource* resource, int index) override;
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struct TextureSlot
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{
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bool enabled;
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bool updated = false;
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nzUInt8 unit;
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const NzTexture* texture;
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};
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mutable std::map<NzString, GLint> m_idCache;
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std::map<GLint, TextureSlot> m_textures;
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GLuint m_program;
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GLuint m_shaders[nzShaderType_Max+1];
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NzShader* m_parent;
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NzString m_log;
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};
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#endif // NAZARA_GLSLSHADER_HPPs
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